Merge pull request #16 from Ji-Rath/EOS_QOL

EOS QOL
This commit is contained in:
Joshua (MordenTral) Statzer
2021-12-21 14:37:19 -05:00
committed by GitHub
6 changed files with 221 additions and 97 deletions

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@@ -0,0 +1,55 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BlueprintDataDefinitions.h"
#include "Interfaces/OnlineIdentityInterface.h"
#include "Engine/LocalPlayer.h"
#include "AutoLoginUserCallbackProxy.generated.h"
UCLASS(MinimalAPI)
class UAutoLoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when there is a successful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there is an unsuccessful destroy
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
/**
* Logs the player into the online service using parameters passed on the
* command line. Expects -AUTH_LOGIN=<UserName> -AUTH_PASSWORD=<password>. If either
* are missing, the function returns false and doesn't start the login
* process
*
* @param LocalUserNum the controller number of the associated user
*
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
static UAutoLoginUserCallbackProxy* AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when the operation completes, calls out to the public success/failure callbacks
void OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal);
private:
// The controller number of the associated user
int32 LocalUserNumber;
// The delegate executed by the online subsystem
FOnLoginCompleteDelegate Delegate;
// Handle to the registered OnDestroySessionComplete delegate
FDelegateHandle DelegateHandle;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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@@ -1,24 +1,24 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h"
#include "CreateSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session was created successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there was an error creating the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "BlueprintDataDefinitions.h"
#include "CreateSessionCallbackProxyAdvanced.generated.h"
UCLASS(MinimalAPI)
class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
{
GENERATED_UCLASS_BODY()
// Called when the session was created successfully
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnSuccess;
// Called when there was an error creating the session
UPROPERTY(BlueprintAssignable)
FEmptyOnlineDelegate OnFailure;
/**
* Creates a session with the default online subsystem with advanced optional inputs, for dedicated servers leave UsePresence as false and set IsDedicatedServer to true. Dedicated servers don't use presence.
* @param PublicConnections When doing a 'listen' server, this must be >=2 (ListenServer itself counts as a connection)
@@ -26,74 +26,78 @@ class UCreateSessionCallbackProxyAdvanced : public UOnlineBlueprintCallProxyBase
* @param bUsePresence Must be true for a 'listen' server (Map must be loaded with option 'listen'), false for a 'dedicated' server.
* @param bUseLobbiesIfAvailable Used to flag the subsystem to use a lobby api instead of general hosting if the API supports it, generally true on steam for listen servers and false for dedicated
* @param bShouldAdvertise Set to true when the OnlineSubsystem should list your server when someone is searching for servers. Otherwise the server is hidden and only join via invite is possible.
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session creation completes, calls StartSession
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
// The delegate executed by the online subsystem
FOnStartSessionCompleteDelegate StartCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle CreateCompleteDelegateHandle;
FDelegateHandle StartCompleteDelegateHandle;
// Number of public connections
int NumPublicConnections;
// Number of private connections
int NumPrivateConnections;
// Whether or not to search LAN
bool bUseLAN;
// Whether or not to allow invites
bool bAllowInvites;
// Whether this is a dedicated server or not
bool bDedicatedServer;
// Whether to use the presence option
bool bUsePresence;
// Whether to prefer the use of lobbies for hosting if the api supports them
bool bUseLobbiesIfAvailable;
// Whether to allow joining via presence
bool bAllowJoinViaPresence;
// Allow joining via presence for friends only
bool bAllowJoinViaPresenceFriendsOnly;
// Delcare the server to be anti cheat protected
bool bAntiCheatProtected;
// Record Stats
bool bUsesStats;
// Should advertise server?
bool bShouldAdvertise;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};
* @param bUseLobbiesVoiceChatIfAvailable Set to true to setup voice chat lobbies if the API supports it
*/
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject",AutoCreateRefTerm="ExtraSettings"), Category = "Online|AdvancedSessions")
static UCreateSessionCallbackProxyAdvanced* CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController = NULL, int32 PublicConnections = 100, int32 PrivateConnections = 0, bool bUseLAN = false, bool bAllowInvites = true, bool bIsDedicatedServer = false, bool bUsePresence = true, bool bUseLobbiesIfAvailable = true, bool bAllowJoinViaPresence = true, bool bAllowJoinViaPresenceFriendsOnly = false, bool bAntiCheatProtected = false, bool bUsesStats = false, bool bShouldAdvertise = true, bool bUseLobbiesVoiceChatIfAvailable = false);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
// End of UOnlineBlueprintCallProxyBase interface
private:
// Internal callback when session creation completes, calls StartSession
void OnCreateCompleted(FName SessionName, bool bWasSuccessful);
// Internal callback when session creation completes, calls StartSession
void OnStartCompleted(FName SessionName, bool bWasSuccessful);
// The player controller triggering things
TWeakObjectPtr<APlayerController> PlayerControllerWeakPtr;
// The delegate executed by the online subsystem
FOnCreateSessionCompleteDelegate CreateCompleteDelegate;
// The delegate executed by the online subsystem
FOnStartSessionCompleteDelegate StartCompleteDelegate;
// Handles to the registered delegates above
FDelegateHandle CreateCompleteDelegateHandle;
FDelegateHandle StartCompleteDelegateHandle;
// Number of public connections
int NumPublicConnections;
// Number of private connections
int NumPrivateConnections;
// Whether or not to search LAN
bool bUseLAN;
// Whether or not to allow invites
bool bAllowInvites;
// Whether this is a dedicated server or not
bool bDedicatedServer;
// Whether to use the presence option
bool bUsePresence;
// Whether to prefer the use of lobbies for hosting if the api supports them
bool bUseLobbiesIfAvailable;
// Whether to allow joining via presence
bool bAllowJoinViaPresence;
// Allow joining via presence for friends only
bool bAllowJoinViaPresenceFriendsOnly;
// Delcare the server to be anti cheat protected
bool bAntiCheatProtected;
// Record Stats
bool bUsesStats;
// Should advertise server?
bool bShouldAdvertise;
// Whether to prefer the use of voice chat lobbies if the api supports them
bool bUseLobbiesVoiceChatIfAvailable;
// Store extra settings
TArray<FSessionPropertyKeyPair> ExtraSettings;
// The world context object in which this call is taking place
UObject* WorldContextObject;
};

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@@ -21,8 +21,8 @@ class ULoginUserCallbackProxy : public UOnlineBlueprintCallProxyBase
FEmptyOnlineDelegate OnFailure;
// Logs into the identity interface
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online|AdvancedIdentity")
static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken);
UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject", AdvancedDisplay = "Type"), Category = "Online|AdvancedIdentity")
static ULoginUserCallbackProxy* LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString Type);
// UOnlineBlueprintCallProxyBase interface
virtual void Activate() override;
@@ -42,6 +42,8 @@ private:
// The user pass / token
FString UserToken;
FString Type;
// The delegate executed by the online subsystem
FOnLoginCompleteDelegate Delegate;

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@@ -0,0 +1,55 @@
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AutoLoginUserCallbackProxy.h"
//////////////////////////////////////////////////////////////////////////
// ULoginUserCallbackProxy
UAutoLoginUserCallbackProxy::UAutoLoginUserCallbackProxy(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, Delegate(FOnLoginCompleteDelegate::CreateUObject(this, &ThisClass::OnCompleted))
{
}
UAutoLoginUserCallbackProxy* UAutoLoginUserCallbackProxy::AutoLoginUser(UObject* WorldContextObject, int32 LocalUserNum)
{
UAutoLoginUserCallbackProxy* Proxy = NewObject<UAutoLoginUserCallbackProxy>();
Proxy->LocalUserNumber = LocalUserNum;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
void UAutoLoginUserCallbackProxy::Activate()
{
auto Identity = Online::GetIdentityInterface();
if (Identity.IsValid())
{
DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(LocalUserNumber, Delegate);
Identity->AutoLogin(LocalUserNumber);
return;
}
// Fail immediately
OnFailure.Broadcast();
}
void UAutoLoginUserCallbackProxy::OnCompleted(int32 LocalUserNum, bool bWasSuccessful, const FUniqueNetId& UserId, const FString& ErrorVal)
{
auto Identity = Online::GetIdentityInterface();
if (Identity.IsValid())
{
Identity->ClearOnLoginCompleteDelegate_Handle(LocalUserNum, DelegateHandle);
}
if (bWasSuccessful)
{
OnSuccess.Broadcast();
}
else
{
OnFailure.Broadcast();
}
}

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@@ -13,7 +13,7 @@ UCreateSessionCallbackProxyAdvanced::UCreateSessionCallbackProxyAdvanced(const F
{
}
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise)
UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::CreateAdvancedSession(UObject* WorldContextObject, const TArray<FSessionPropertyKeyPair> &ExtraSettings, class APlayerController* PlayerController, int32 PublicConnections, int32 PrivateConnections, bool bUseLAN, bool bAllowInvites, bool bIsDedicatedServer, bool bUsePresence, bool bUseLobbiesIfAvailable, bool bAllowJoinViaPresence, bool bAllowJoinViaPresenceFriendsOnly, bool bAntiCheatProtected, bool bUsesStats, bool bShouldAdvertise, bool bUseLobbiesVoiceChatIfAvailable)
{
UCreateSessionCallbackProxyAdvanced* Proxy = NewObject<UCreateSessionCallbackProxyAdvanced>();
Proxy->PlayerControllerWeakPtr = PlayerController;
@@ -31,6 +31,7 @@ UCreateSessionCallbackProxyAdvanced* UCreateSessionCallbackProxyAdvanced::Create
Proxy->bAntiCheatProtected = bAntiCheatProtected;
Proxy->bUsesStats = bUsesStats;
Proxy->bShouldAdvertise = bShouldAdvertise;
Proxy->bUseLobbiesVoiceChatIfAvailable = bUseLobbiesVoiceChatIfAvailable;
return Proxy;
}
@@ -68,6 +69,7 @@ void UCreateSessionCallbackProxyAdvanced::Activate()
Settings.bUseLobbiesIfAvailable = bUseLobbiesIfAvailable;
}
Settings.bUseLobbiesVoiceChatIfAvailable = bUseLobbiesIfAvailable ? bUseLobbiesVoiceChatIfAvailable : false;
Settings.bAllowJoinViaPresenceFriendsOnly = bAllowJoinViaPresenceFriendsOnly;
Settings.bAntiCheatProtected = bAntiCheatProtected;
Settings.bUsesStats = bUsesStats;

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@@ -12,12 +12,13 @@ ULoginUserCallbackProxy::ULoginUserCallbackProxy(const FObjectInitializer& Objec
{
}
ULoginUserCallbackProxy* ULoginUserCallbackProxy::LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken)
ULoginUserCallbackProxy* ULoginUserCallbackProxy::LoginUser(UObject* WorldContextObject, class APlayerController* PlayerController, FString UserID, FString UserToken, FString Type)
{
ULoginUserCallbackProxy* Proxy = NewObject<ULoginUserCallbackProxy>();
Proxy->PlayerControllerWeakPtr = PlayerController;
Proxy->UserID = UserID;
Proxy->UserToken = UserToken;
Proxy->Type = Type;
Proxy->WorldContextObject = WorldContextObject;
return Proxy;
}
@@ -43,8 +44,13 @@ void ULoginUserCallbackProxy::Activate()
if (Identity.IsValid())
{
// Fallback to default AuthType if nothing is specified
if (Type.IsEmpty())
{
Type = Identity->GetAuthType();
}
DelegateHandle = Identity->AddOnLoginCompleteDelegate_Handle(Player->GetControllerId(), Delegate);
FOnlineAccountCredentials AccountCreds(Identity->GetAuthType(), UserID, UserToken);
FOnlineAccountCredentials AccountCreds(Type, UserID, UserToken);
Identity->Login(Player->GetControllerId(), AccountCreds);
return;
}